Will
Ever Any Computer Cry Digital Tears?...
Abstract
For decades, researchers have tried to
understand how emotions are generated, expressed, and recognized. A variety of
theories have emerged. At one extreme is the idea that emotions are the
experience of physiological changes such as the increased heart rate that
accompanies anger. Researchers at the other extreme see emotions as purely
cognitive, merely another form of thought. Psychologists leaning toward the
first concept tend to look for universal physiological changes that correspond
to emotions (such as raised eyebrows when a person is surprised). There is
presently no widely accepted, comprehensive theory of emotions, although much
has been learned. HAL is the computer who is able to understand and also react
on Human Emotions.
Unlike our 1990’s computers, HAL speak; HAL
understand what you say; HAL think; HAL see; HAL lip read; HAL show emotion;
HAL disobey; and HAL respond with violence when threatened. HAL’s artificial
intelligence stirs the imagination of everyone who is familiar with him HAL
handily beat Frank Poole at chess. When IBM’s “Deep Blue” computer won the
first game of its 1996 match with chess master Garry Kasparov you may have
thought that computers had achieved a high level of intelligence. Don’t be
fooled! Deep Blue uses “brute-force” processing power to search out 100-million
positions per second! It will beat most humans. But it does not think. It does
not reason. It lacks common sense. Deep Blue cannot play chess and pilot a spacecraft
at the same time. Even with its “attention” totally focused on chess, it lost
to Kasparov. Computer scientists, once very optimistic about creating
human-like intelligence have a long, long way to go.
How might HAL, or tomorrow's affective computer, develop a better
relationship with you? For starters, it might be endowed with basic perceptual
abilities, such as vision or hearing and speech understanding. To date,
however, the emphasis in these research areas has been predominantly on tasks
such as recognizing who you are and what you are saying Recognizing who is
speaking and what is being said is important, but at times these observations
are not as important as the expression on the speaker's face and how she or he
said it.
This Paper tries to focus on the Features Humans want to program on
Computers so that they will be able to Love, Hate, fear and feel & express
all such emotions that are expressed and felt by Humans. Will it be really
possible? If yes, then what will be the Advantages? Will any drawbacks affect
these innovative Ideas? Will
ever any Computer cry Digital Tears? .........
Contents
1)
Introduction
2)
Emotion Sensing &
Recognition
3)
Responding To Emotions
4)
Teaching Computers To Recognize
& Express Emotion
5)
Towards Trully Personal
Computers
6)
Emotions With Reasons
7)
Computers That will have
Emotions
8)
Where Do We Go From Here?
9)
Conclusion
10)
Blibography
Introduction
HAL in 2001 was affective: he had
specific abilities relating to, arising from, and deliberately influencing
people’s emotions such as: he could sense and recognize human emotion, respond
rationally to it, express emotion, and even give the appearance of “having”
emotion. In fact, HAL was the most emotional character in the film 2001. As the
millennium dawns, we find that most computers today do not have affective
abilities, but there is active research beginning to succeed in giving them a
subset of such abilities.
Is it beneficial to make computers
affective? Alternatively, is this just a theatrical gimmick, something that
makes film characters entertaining but we wouldn’t really want in real life?
The latest neuroscience evidence
supports the former: emotions are essential not only to dealing effectively
with social-emotional interactions, but also they perform important regulatory
and helpful biasing functions within the body and brain, even aiding in
rational decision making (Damasio, 1994) and perception (LeDoux, 1996). These
and a variety of other important roles of emotion, together with findings from
neuroscience, cognitive science, and social-psychological sciences, have been
argued to be important reasons for giving machines emotional abilities if they
are to be intelligent (Picard, 1997).
What is the state of the art
regarding giving machines emotional abilities? Can machines really “have”
emotion? HAL’s emotional state is associated with detrimental consequences for
human life; thus, wouldn’t giving machines emotion-like mechanisms be
potentially dangerous? These are just a few of the questions that arise
regarding affective computing: computing that relates to, arises from, or
deliberately influences emotion. Affective computing also involves giving
machines skills of emotional intelligence: the ability to recognize and respond
intelligently to emotion, the ability to appropriately express (or not express)
emotion, and the ability to manage emotions. The latter ability involves
handling both the emotions of others and the emotions within one self. Because
it is a large discussion whether computers can “have” emotions (and even a
“self” to experience emotion) and the topic is addressed in a recent book
chapter (Picard, 2001), this topic will not be addressed here. A discussion of
the ethical issues related to HAL and an in-depth treatment of the state of the
art as of 1997 regarding affective computing and HAL’s abilities appear as
chapters in the book HAL’s Legacy (Dennett, 1997; Picard, 1997).
Today, more than ever, the role of
computers in interacting with people is of importance. Most computer users are
not engineers and do not have the time or desire to learn and stay up to date
on special skills for making use of a computer’s assistance. One can argue: if
the role of technology is to serve people, then why must the non-technical user
expend so much time and effort getting technology to do its job? In 2001, HAL’s
emotional abilities were intended to help address the problem of interacting
with HAL. When the BBC reporter asks about HAL’s emotional abilities, crewman
Dave Bowman responds,
“Well, he [HAL] acts like
he has genuine emotions. Of course he’s programmed that way to make it easier
for us to talk with him….”
The emphasis when the film was
released in 1968 was that HAL’s emotional abilities would make things easier
for people, leading naturally to a smoother interaction. Today, the tendency
for people to interact socially with machines, even when the machine has no
visible life-like face or audible voice, has been demonstrated via dozens of
experiments (see, e.g., Reeves and Nass, 1996). The role of emotional skills is
an essential part of social intelligence (Gardner,
1983) and the ability to perform a certain set of emotional skills has been
argued to comprise a form of intelligence (Salovey and Mayer, 1990). An
argument has even been made that such socalled emotional intelligence is more
important for success in life than are the traditional mathematical and verbal
capabilities that IQ tests attempt to measure (Goleman, 1995). A subset of
these emotional skills: the ability to sense, recognize, and respond to human
emotion, form the focus of the rest of this presentation: where does technology
stand today with respect to giving machines these abilities?
Emotion Sensing
& Recognition
Emotions in people consist of a
constellation of regulatory and biasing mechanisms, operating throughout the
body and brain, modulating just about everything a person does. Emotion can
affect the way you walk, talk, type, gesture, compose a sentence, or otherwise
communicate. Thus, to infer a person’s emotion, there are multiple signals you can
sense and try to associate with an underlying affective state. Depending on
which sensors are available (auditory, visual, textual, physiological,
biochemical, etc.) one can look for different patterns of emotion’s influence.
The most active areas for machine motion recognition have been in automating
facial expression recognition, vocal inflection recognition, and reasoning
about emotion given text input about goals and actions.
A fair bit of progress in this area
since my 1997 treatment of the topic in Affective
Computing. The research focus originally was on detecting six “basic”
facial expressions (anger, sadness, happiness, disgust, surprise, fear) from
still images, and then from video, with best results ranging for the latter
from around 80-98% accuracy when the data was pre-segmented into one of the six
categories and the lighting and position of the face were carefully controlled.
More recent work (Bartlett et al, 1999; Cohn et al, 1999, and Donato et al,
1999) have focused less on a half dozen basic categories and more on recognizing dozens of facial actions,
specific muscle movements that combine to form a much larger vocabulary of
expressions. Some of these methods are now performing comparably to human ability
to recognize facial actions (Donato et al, 1999). Problems remain, however, in
tracking faces that move in front of the camera, handling changes in lighting,
and recognizing facial expressions while a person is speaking. In short,
current technology is still far behind what people can recognize from one
another’s faces.
Most pattern recognition researchers
are familiar with variety of tools for representation of patterns –including
discrete categories, fuzzy or probabilistic categories, and dimensioned spaces,
to name a few that are particularly relevant to emotion representations.
Emotion theorists do not agree upon a definition of emotion, but most of them
fall into one of two camps in how they describe emotion either as basic
discrete categories, e.g., fear, sadness, joy, etc., or as locations within a
dimensioned space, the two foremost dimensions of which are usually termed
“arousal” and “valence.” The arousal dimension tends to refer to the overall
excitement or activation of the emotion, while the valence dimension tends to
refer to how pleasing (positive) or displeasing (negative) the emotion is.
Peter Lang and his colleagues, for example, have measured how people respond to
hundreds of images in terms of the dimensions of arousal, valence, and
dominance, recording physiological patterns that exhibit significant
differences especially with respect to the arousal and valence dimensions
(Lang, 1995).
A given emotion can of course be
represented in multiple ways. For example, anger can be represented as a
discrete category, defined by some collection of attributes, such as by facial
actions that typify its expression, or by some bodily parameters that lie
within a negative valence, high arousal portion of a dimensioned space. In
general, facial expressions are good at communicating valence (positive,
negative) while vocal inflection (especially pitch and loudness) is good at
communicating arousal. Combinations of facial and vocal analysis tend to
strengthen the inference of the underlying emotion. We know that HAL could
detect emotions such as displeasure or distress from his lines such as,
“Look, Dave, I can see you’re really
upset about this. I honestly think you
ought to sit down calmly, take a stress
pill, and think things over.”
From the Clarke and Kubrick novel
(written after the 1965 screenplay), we learn that HAL detected stress by
listening to voice patterns. Vocal analysis of emotion continues to be an area
of active inquiry, although progress since my 1997 treatment of this topic in Affective Computing has not been
dramatic. Machine and human recognition of affect in speech still remains
around the same as I described then, typically well below 100% recognition
accuracy, usually hitting around 60-75% when given data from one of six to
eight categories. Polzin’s thesis is perhaps the most recent work trying to
recognize several categories of affect (Polzin, 2000) with our work providing
one of the more recent efforts on stress recognition (Fernandez and Picard,
2000). In our work we built models of driver’s speech under mild to moderate
stress conditions, comparing methods such as factorial hidden Markov models
(HMM’s), hidden Markov decision trees, auto-regressive HMM’s, a mixture of
HMM’s, Support Vector Machines, and a neural network. The mixture of HMM’s gave
the best performance to date, although the results are very person dependent
and the best results are still well below 100%. (See the references in these
works for pointers to many more recent articles addressing vocal affect and
stress recognition.)
Presumably, HAL could reason about
emotion – knowing, for example, from inference about human value for the lives
of ones colleagues, that Dave should be upset and stressed about the death of
his crewmates. Although such reasoning does not always imply how somebody
actually does feel, when combined with observations of behavior, such as Dave’s
seriousness and increasing tension, HAL’s inference of Dave’s state should be
strengthened. Machine reasoning about affect is one of the areas of artificial
intelligence that has been explored the longest, and my review in Affective Computing of this area is
still fairly up to date. In my opinion, the real breakthroughs that are needed
to improve emotion recognition are not so much in reasoning about emotion, but
are in perceiving accurate information with which to reason, and in detecting
the affective tone of the context. The latter relates more to problems in
common sense learning (and generalization of what one has learned) than to
reasoning per se. Thus, context sensing, perception of what the situation is,
perception of the emotional nuances present in a situation, and perception of
how the people are responding are critical inputs to combine with an affective
reasoning system.
Although HAL apparently observed
people through visual and vocal cues, most of today’s computers still rely upon
physical keyboard/mouse input, where sensors might attend to not only what is
typed or clicked, but how it is typed or clicked (speed, pressure, and other
skin-surface cues.) Recent efforts toward building wearable computers also open
up a lot of new affect sensing possibilities – especially through skin-surface
sensors that detect muscle tension, skin conductivity, heart activity,
temperature, and respiration. Progress in these areas includes new sensors such
as IBM’s “emotion mouse” and a variety of tangible and wearable interfaces
designed and built by the Affective Computing Group at MIT. Using pattern
recognition of physiology, we have achieved recognition rates of 81% accuracy
for a set of eight emotions in a person-dependent forced-choice pattern
recognition scenario and rates of up to 96% accuracy in assessing level of
stress in a subject-independent study of twelve Boston drivers.
Responding to
Emotions
Computers are in their infancy with
respect to recognizing emotion; however, suppose that, like HAL, they could
recognize some of our expressions of emotion; how then should they respond?
Although one might argue that the answer to this is more of a social science or
psychology issue than an engineering one, it is still an important question for
us to consider with respect to thinking through the potential capabilities of
affective systems and how they might be constructed and used, for better or
worse. In 2001, we saw that HAL’s
response to recognizing stress was to suggest that the stressful person (Dave)
sit down calmly and take a stress pill. How would you feel if your computer,
after being the source of your irritation, told you to sit down and take a
stress pill? Chances are there would be a wide range of reactions, some of
which might include increasingly negative feelings.
One of the advantages of a system
that can recognize affective expressions, especially those of pleasure or
displeasure, is that it can try out different responses on a user, to see which
are most pleasing. Indeed, a core property of most learning systems is the
ability to sense positive or negative feedback – affective feedback – and
incorporate this into the learning routine. Most dogs are better than computers
when it comes to sensing this feedback.
Here is a scenario of how a computer
tutor of the future might use recognition of affect to, perhaps, help you learn
to play the piano. As you show interest in the topic and make rapid progress,
it might provide optional interesting side avenues to explore. If you become
distressed, perhaps because you are being pushed too far too fast, it might
slow down and give encouraging suggestions, or revisit fundamentals. It might
have the dual goal of maximizing learning and bringing pleasure but not pursue
the latter goal 100 percent of the time, as some distress appears to be
necessary for learning to occur. To be successful, the tutor would need to at
least recognize and express affect. Ideally, it would also combine emotional
intelligence (such as how and when to use empathy and how to adjust its
teaching based on the student's affect) with other forms of knowledge - such as
the subject matter and the best way to teach it.
The basic idea is that a system
reflect that it has somehow understood the user’s emotion, even in a limited
way – much like a dog might put its ears back and tails down if it sees its
master is upset. Such a display of apparent empathy, even by a dog, can have a
powerful impact toward alleviating the strong negative feeling of a person, in
this case the dog’s master. The ability of a computer to not only detect its
user’s emotion, but to influence it by choosing a careful response, is an
important one, which raises many ethical and social issues. We address many of
these in a forthcoming article (Picard and Klein, 2001), but it is important to
raise this issue here as well, so that
designers of these systems can be aware of at least one potentially powerful
way such technology may be used.
Above, I mentioned success we have
had in detecting stress in drivers. The automobile environment is another place
where the response of the system needs careful consideration. For example, if
the system threatened the user’s privacy by reporting driving behavior to the
insurance company, this would not be acceptable to most users. However, if the
system processed data in real time, saved no identifying or potentially
incriminating information, and used the
affective cues only to determine its own behavior – like routing an incoming cell
phone call to voicemail during stressful attention-demanding driving
situations, or adjusting its presentation of neighborhood or navigation
information – then it might be considered of benefit to the consumer’s safety
and peace of mind. Such considerations influence how we design recognition
algorithms – for example, aiming for real time analysis with minimal storage of
state information.
Respect for the user’s privacy and sense
of control has influenced many of our design decisions. For example, we have
built a pair of glasses that senses changes in the brow muscles, to detect
furrowing of the brow. This wearable sensor, while initially seeming more
awkward, can also be perceived as less intrusive than video. A camera pointed
at one’s face is nice in that you don’t have to do anything but be visible;
however, it may also record and extract information that you may not want to
share – such as who you are and what you look like. In contrast, a small
wearable sensor that just registers muscle tension presents the computer only
with the furrowing information, while having the advantage that the user is in
complete control of whether or not the sensor is allowed to operate. (It is
easy to remove the glasses, or to detach the sensor from them without awareness
of such to the system.) Items that are worn, that exist in the user’s personal
space, tend to give a greater sense of empowerment to the user. In contrast,
when the sensing is “in the walls” like HAL’s red eyeball, then the user may
have information sensed without their awareness, as when HAL read the lips of
Dave and Frank, a capability they did not know that he had.
Teaching
Computers to Recognize and Express Emotion
Research in computer recognition and expression
of emotion is in its infancy. Two of the current research efforts at the MIT
Media Lab focus on recognition of facial expression and voice affect synthesis.
These are not, of course, the only ways to recognize affective states; posture
and physiological signs like gestures and increased breathing rate, for
example, also provide valuable cues.
Computers, like people, can use cognitive reasoning -- a form of common
sense -- to understand a person's goals and predict his or her affective state
when they are disrupted. For example, HAL may predict that because "I
killed Dave's colleagues and won't let him back on the ship, Dave will be
upset." If prediction and observations agree, the computer is likely to
strengthen its belief in that line of reasoning. If they disagree, it will see
it as an interesting (perhaps even puzzling) event: "Most people would be
enraged by all this, but Dave doesn't look very upset. He is great at
concealing his emotions. Or maybe he knows something important I don't
know?"
One way to recognize an expression is to record
facial movements during a short video sequence, digitize the sequence, then
apply the tools of pattern recognition. Recognition from a moving sequence is
generally more accurate than recognition from a still image. If, for example, a
person's "neutral" expression is a pout, only deviations from the
pout (captured by video as movement) will be significant for recognizing
affect. Using this method requires a
video camera, a digitizer, and a computer running video-analysis and
pattern-recognition algorithms. Pattern recognition can utilize a variety of
techniques -- such as analyzing individual muscle actuation parameters or (more
coarsely) characterizing an overall facial-movement pattern. In a test
involving eight people, recognition rates were as high as 98 percent for four
emotions. Studies are underway to determine how the recognition rate changes
when there are more experimental subjects. As yet, this method of recognition
doesn't work in real time; it takes a few seconds to recognize each expression.
However, advances in hardware and pattern recognition should make recognition
essentially instantaneous in the near future -- at least for familiar
expressions.
Although facial features are one of the most
visible signs of underlying emotional states, they are also easy to control in
order to hide emotion. Having a good "poker-face" that reveals none
of your emotions is valuable, not only for playing cards, but also in the
cutthroat worlds of business and law. The social-display rules of emotion
specific to our culture are impressed upon us all as we grow up. I have seen a
student who was undergoing great personal pain resist crying, while his eyes
twitched unnaturally to hold back his tears. He was taught at an early age
never to show emotion in public. Nonetheless, the healthy human body seems
unable to suppress emotion entirely. He might not cry, but his eyes may twitch.
She might not sound nervous, but she may, literally, have cold feet. Emotional expression is not, clearly, limited
to facial movement. Vocal intonation is the other most common way to
communicate strong feelings. Several features of speech are modulated by
emotion; we divide them into such categories as voice quality (e.g., breathy or
resonant, depending on individual vocal tract and breathing), timing of
utterance (e.g., speaking faster for fear, slower for disgust), and utterance
pitch contour (e.g., showing greater frequency range and abruptness for anger,
a smaller range and downward contours for sadness), As these features vary, the
emotional expression of the voice changes. The research problem of precisely
how to vary these features to synthesize realistic intonation so far remains
unanswered.
The inverse problem - intonation analysis, or
recognizing how something is said, is also quite difficult. Research to date
has limited the speaker to a small number of sentences, and the results are
still closely dependent on the particular words spoken. A method of precisely
separating what is said from how it is said has not yet been developed. You
will note that no one method - whether recognition of facial expression or of
voice intonation - is likely to produce reliable recognition of emotion. In
this sense, affect recognition is similar to other recognition problems like
speech recognition and lipreading. It is probable that a personalized
combination taking into account both perceptual cues (say from vision and
audition) and cognitive cues (such as HAL's reasoning about how Dave would
respond) is most likely to succeed. These cues will undoubtedly work best when
considered in context: is it a poker game, where bluffing is the norm, or a
marriage proposal, where sincerity is expected?
Toward Truly
Personal Computers
Does HAL have affect-recognition abilities
beyond facial expression, vocal intonation, and common-sense reasoning about
some typical emotion-inducing scenarios? We don't, of course, really know.
Although Dave Bowman carefully controls his facial expression in the scene
where HAL won't let him back on board, his anger may have been betrayed by some
other body response -- perhaps an increase in body temperature or breathing
rate. Sensors that can detect these two forms of physiological expression,
among others, currently exist. Affective computers in the future may have other
perceptual sensors that are not limited to human senses. For instance, a
humidity detector might reveal that someone is anxious, even before she or he
breaks out in a full sweat.
Consider, for example, the fact that people who
use computers touch the machine a lot. Whether through a mouse, keys, joy
stick, or touch screen, many people have more physical contact with computers
than they do with other people. Moreover, you can now wear computers -- in your
shoes, shirt pocket, or belt, for example. Wearable computers, especially when
they become as common as underwear, will have unusual opportunities to get to
know you in a variety of situations. They could have access to your muscular
tension, heart rate, temperature, and so on. Instead of being restricted to
perceiving only your visible and vocal forms of affect expression, they could
get to know you intimately - or as well as you will permit them to. At this
point, they will also, like underwear, probably cease to be shared and will
become truly personal computers.
Suppose you have too much stress in your life
and your doctor suggests that you learn to relax more. Your wearable affective
computer could help you learn what events cause you stress and figure out ways
to reduce it. While you are engrossed in playing with the kids, your affective
wearable might whisper in your ear, "see how relaxed you are now." A
little feedback device you could turn on or off might not only help reduce
stress-related disorders, it might also assist in gathering important medical
research data or helping patients in recovery. The key to the wearable computer
is its constant presence; it is not limited to gathering data in the lab or
doctor's office, but can get to know your range of responses during the daily
routine.
Affective information could also be communicated
in unconventional ways. Imagine that your wearable computer could detect the
lilt in your walk as you leave the office and broadcast it to your spouse --
encoded, of course (lest a salesperson learn of your happiness and take this
auspicious opportunity to telephone you). The result would be a sort of
"mood ring" that alerts you to your spouse's affective state -- one
that is more accurate than the dime-store temperature sensors once advertised
on late-night television. Applications
of affective recognition could extend to entertainment as well; for example,
interactive games might detect your level of fear and give bonus points for
courage. When we measured the responses taken of a student playing the computer
game DOOM in our lab, we expected the electromyogram of jaw clenching to peak
during high-action events -- such as when a new deadly enemy starts an attack.
However, the biggest peak -- and it was significantly higher than the others
recorded -- occurred when the student had trouble configuring the software!
What if software companies could obtain similar
affective information about people interacting with their products? Unlike
questionnaires, an affect-sensing computer could identify the parts of the
software that provoke the greatest annoyances and those that produce the
greatest pleasure. Not only would the timing of affective responses be easier
to relate to specific causes, but they would tend to capture product qualities
that are hard to put into words. All makers of environments -- architects,
automobile manufacturers, software designers, decorators, hotel managers --
benefit from learning how people feel when they are in their spaces.
Computers coupled with suitable sensors and
pattern-recognition algorithms should soon be able to recognize the basic
affective states of a willing individual in a typical context. The emphasis on
willing participant here is important. Measurements of affective states
obtained in an underhanded manner are not likely to be accurate. People who
want to deceive such systems will probably succeed. One fellow, for example,
managed to fool a polygraph by putting a thumbtack in his shoe under his big
toe; he stepped on it every time he was questioned in a particular way.
Affective information will be most accurate, and useful, when it is willingly
communicated, presumably for the mutual benefit of everyone involved.
Emotions with
Reason
We've seen that HAL possesses abilities for
expressing and recognizing emotion and noted some of the ways we are giving
today's computers these abilities. But what about creating computers that
actually have emotion? What could that possibly mean? This question is
partially one of philosophy and goes beyond the scope of this chapter. But it
also relates to the structure of the human brain and touches on a paradox about
the role of emotions and reason.
Perhaps the simplest description of the human
brain is Paul MacLean's triune brain,which distinguishes three regions: the
neocortex, the limbic system, and the reptilian brain (see figure 13.5).
Although it is greatly oversimplified, this description has influenced how
people think about brain functions. For example, many have assumed that the
physically highest level of the brain, the neocortex, dominates the other,
lower levels. However, this assumption is contradicted by evidence that the
physically lower limbic system can effectively hijack the brain; that is,
emotions can overtake so-called higher mental functions when they need to. The
limbic system - the primary seat of emotion, attention, and memory - contains
such structures as the hypothalamus, hippocampus, and amygdala. It helps
determine valence (e.g., whether you feel positive or negative toward
something) and salience (e.g., what gets your attention); it also contributes
to human flexibility, unpredictability, and creative behavior. It has vast
interconnections with the neocortex, so that brain functions are not either
purely limbic or purely cortical but a mixture of both.
We have all, of course, seen emotions overwhelm
reason (at least in others), which is one reason why the word emotional has
negative connotations. (For example, people who panic out of fear may cause
more harm to themselves than if they had "kept a cool head" and made
rational decisions.) Nonetheless, it is clearly beneficial for our survival
that fear can hijack our brain and cause us to jump out of the way of a rapidly
approaching object before we can consciously perceive and analyze that a bus is
about to hit us.
These kinds of emotions, which seem to be
hard-wired or innate, are sometimes called primary emotions. They include
responses such as the fear example above and involuntary reactions to surprise.
Other emotions, the secondary emotions, appear to develop as we mature. They
connect cognitive events with lower-level physiological responses and occur as
a result of joint neocortical and limbic activity. Such emotions play an
especially important role in decision making, even in decision making that
appears to be purely rational.
Findings on the importance of emotions for
rational decision making seem paradoxical. They are based on a remarkable story
told by A.R. Damasio about the patient "Elliot." Elliot, and patients
like him, have a particular kind of brain damage that affects a circuit between
the prefrontal cortex and the amygdala, a communication channel between the
neocortex and limbic system that appears to be essential for secondary
emotions. At first glance, Elliot appears to be like Star Trek's Spock - emotionally
unexpressive, unusually rational. One might think that Elliot would therefore
be superb at making rational decisions. However, unlike the fictitious
half-human Spock, Elliot's lack of emotions severely impairs his
decision-making ability and causes tragedies in his business and personal life.
Although Elliot's IQ and cognitive abilities are
all normal or above average, when confronted with a simple decision, such as
when to schedule an appointment, he disappears into an endless rational search
of "well, this time might be good" or "maybe I will have to be
on that side of town so this time would be better," and on and on.
Although a certain amount of indecisiveness is normal, Elliot apparently
doesn't experience the usual feelings of embarrassment when someone stares at
him for taking so long to make up his mind. Nor is the indecision accompanied
by the healthy limbic responses that normally associate positive or negative
feelings with certain decisions, responses that help us limit a search by nudging
us away from possibilities with bad associations. Instead, Elliot tends to
search an astronomical space of rational possibilities and seems unable to
learn the links between dangerous choices and bad feelings; so he repeatedly
makes bad decisions. Elliot's lack of emotions severely handicaps his ability
to function rationally and intelligently.
In other words, not only does too much emotion
wreak havoc on reasoning, but also, paradoxically, too little emotion wreaks
havoc on reasoning. Apparently, a balance is needed: not too much emotion, not
too little emotion. Computers, except for HAL, do not have enough emotion.
Artificial intelligence systems to date are not unlike Elliot: they have
above-average knowledge (usually consisting of a huge set of rules) of some
area of expertise, but are disastrous at making decisions. They are too
rational; they cannot associate judgments of value and salience with their
decisions. Little has been done to imitate these judgments, which are
essentially products of the limbic system, in computers.
Computers That
Will Have Emotions
So far, our discussion has focused on computers
that can recognize, express, and predict emotions. These abilities alone could
create the impression that a computer has emotions even when it really doesn't
have them. But what does it mean for a computer to actually have emotions?
Consider the following exchange about the Discovery mission, in which the BBC
reporter asks Dave about HAL.
Reporter: One gets the sense that he is capable of emotional
responses. When I asked him about his abilities I sensed a sort of pride...
Bowman: Well, he acts like he has genuine emotions. Of course he's
programmed that way to make it easier for us to talk with him. But whether or
not he has real feelings is something I do not think anyone can truly answer.
Bowman's answer parries a difficult question
that is more in the domain of philosophy than in that of science: Can computers
have emotions? The answer, of course, depends on the definition of emotions,
which theorists still argue about; so at present there is no good answer. This
question parallels the question "Can computers have consciousness?, where
consciousness is also difficult to define. In the novel, Clarke endows HAL with
self-consciousness, a necessary prerequisite for certain kinds of emotions,
such as shame or guilt (see chapter 16).
Let's consider two scenarios in which a computer
might be seen as having emotions. In the first, the emphasis will be on primary
emotions (the more innate, hard-wired kind). In the second, the emphasis will
be on secondary emotions, which typically involve cognitive evaluation.
·
Scenario
1.
A robot used to explore a new planet is given
some basic emotions in order to improve its chances of survival. In its usual,
nonemotional state, it peruses the planet, gathering data, analyzing it, and
communicating results back to earth. At one point, however, the robot senses
that it has been physically damaged and changes to a new internal state,
perhaps named "fear." In this state it behaves differently, quickly
reallocating its resources to drive its perceptual sensors (e.g., its
"eyes" might open wider) and provide extra power to its motor system
to let it move rapidly away from the source of danger. However, as long as the
robot remains in a state of fear, it has insufficient resources to perform its
data analysis (like human beings who can't concentrate on a task when they are
in danger). The robot's communication priorities, ceasing to be scientific, put
out a call for help. This so-called fear state lasts until the threat passes,
then decays gradually over time, returning the robot to a state of no emotion
in which it resumes its scientific goals.
·
Scenario
2.
A computer is learning to be a smart personal
assistant, to aid you in scheduling meetings and retrieving important
information. It has two ways of getting feedback. In the first, you give it
feedback directly by selecting preferences (essentially programming it).
Alternatively, it watches how you respond to its assistance and programs
itself. It enters a state called "feel good" when (1) you feel good
or express pleasure at its performance, and (2) when you succeed at a task more
efficiently and accurately than usual. It might also have a corresponding
"feel bad" state for the reverse situation, as well as a neutral
"no emotion" state, a "feeling curious" state, and an
"I'm puzzled" state. When the system has been in its feel-good state
for several days, it becomes more curious trying out new ways to help you and
taking more risks. When it lingers in a feel-bad state, it allocates more
resources to trying to understand your wishes. When you make a complicated set
of demands, it weighs the feel-good and feel-bad associations and tries to
choose an action that satisfies goals (1) and (2). Unlike a fixed computer
program, it doesn't expect you to behave consistently nor require precise rules
telling it how you want it to behave. It copes with your human fickleness by
aiming for a dynamic balance, recognizing that you will often not show pleasure
when it performs well and will sometimes complain or show approval
inconsistently. At such times, depending on how calm or agitated you are
(measured from your norm), it either asks for clarification or makes a note to
come back later and try to understand the situation - perhaps when you are not
so agitated. It's use of emotions helps it make flexible, creative, and
intelligent decisions.
In both scenarios, the computer's emotions are
labels for states that may not exactly match the analogous human feelings, but
that initiate behavior we would expect someone in that state to display. In both cases, giving the computer emotions
serves some ostensibly greater human good, such as survival - save humans the
cost of building and dispatching another robot - or performance - save humans
time, money, and frustration. In neither case are emotions provided to dignify
the machine by creating it in the image of a human being. Doing the latter
would raise issues of computer slavery and computer rights that are many
decades down the road! In any case, discussing them would take us far from the
aims of this chapter.
Where Do We Go
from Here?
“Sometimes
the truth of a thing is not so much in the think of it, but in the feel of it.
“
-- Stanley
Kubrick, 2001: Filming the Future
HAL's emotions are no longer surprising, given
what we know now about the important role emotions play in rational and
creative decision making, in natural friendly communication, and even in art
appreciation. No longer should we think of emotion as a luxury added to HAL's
character just for emotional appeal. Instead, we can see HAL as the prototype
of a truly affective computer -- one whose abilities to recognize and express
emotions are essential for communicating as well as for user-friendly
responses. The ability to experience emotions, or at least states that seem to
parallel human emotional states, appears to be critical to flexible and
intelligent computer decision making. There is, however, danger in all of this,
a danger that machines will have emotions, but not sufficient intelligence to
use them properly. Nonetheless, the problem of HAL's life-threatening behavior
in 2001 is probably not as imminent as our need for emotional intelligence in
machines.
Do we, then, want to build an intelligent,
friendly, flexible machine like HAL? Yes. Are emotions necessary to such a
machine? Apparently, yes. In fact, lack of emotions may be a key reason why
artificial intelligence has failed at this task to date. But there is another question
-- and I don't know the answer: are people ready for affective computers?
Conclusion
This presentation has highlighted some of the
affective abilities that the HAL 9000 computer had, with emphasis on the
sensing and recognition of emotion, and on responses to human emotion. HAL also
had many other affective abilities, such as the ability to express emotion
(through the emotive human voice of actor Douglas Rain), an ability that speech
synthesizers still cannot emulate. Additionally, HAL acted as if he “had”
emotions, especially fear and paranoia, as expressed not only through his
behavior but also his famous words to Dave, “I’m afraid, Dave, …, I’m afraid,
…” as he was being disconnected.
Although work in affective computing includes
all of these aspects of emotion, our work at the MIT Media Lab has focused on
giving machines a subset of affective abilities especially related to improving
interaction with people, improving the machine’s skills related to
socialemotional intelligence. With this focus, we have tried to steer away from
some of the hard AI problems of“understanding and experiencing” emotion,
reposing the issues as problems in sensing, signals analysis, and pattern
recognition. However, this is only part of the frontier where work needs to be
done – researchers are needed from many areas, including engineering, social
sciences, psychology, and cognitive science, to work in collaboration to build
systems that are truly (following the words of Bowman) easier for us to
interact with. In particular, careful regard must be made in the design of
these systems so that they do not further irritate, annoy, or bring about
unwanted stress to their users; suchconsequences would be antithetical to the
goals of affective computing, which
involve honoring the emotions of people above any such abilities that
might be given to machines.
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In D. G.
Stork, editor, HAL’s Legacy: 2001’s
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Dream and Reality, The MIT Press, Cambridge, MA
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